tutorial: detailing your level (tut5.rmf)
Details. These are the things that aren't necessary to the gameplay of your level, but they do help to give it a certain atmosphere, which is essential. Right now, the tutorial level is just a couple boxes separated by a tube. There really isn't anything in it to draw your attention besides a flickering light. This must change!
Once again, here is out baseline picture...
Now, I'm thinking..."What are these rooms??" This is the main question that should help you decide what to put into a room as details. This could be some type of control room. In that case, there would be some type of computer equipment. Most places will have some type of ventilation system. Let's say this room has it exposed. Some pipes, running to...who knows where? Basically, you have free reign to add all the touches to the level that make it "yours".
Go ahead and add stuff to your tutorial level, or load up tut5.rmf in Worldcraft to see my example.
As you can see from the above pictures, details make a big difference. Some of the things done were:
• signs - the biohazard sign and the emergency shower sign give the area a realistic look. Half-Life's texture set includes a number of signs that can be used within your levels.
• furniture and accessories - in the starting room, there is a swivel chair and ashtray, and a shelving unit with some random boxes on it. None of this would matter in gameplay of course, but it gives the level an interesting look.
• exits - although they don't go anywhere, and in fact do not even open, I've inset two doors in the level to make it appear like this is actually a part of a building. It is important to make the player feel like he is not just being dropped into a box.
• interactive objects - the medikit box on the wall can open, dispensing health. (It is actually a rotating door with its "healthvalue" key set to "15", so that when the player opens the door, 15 health points are transferred to him). The boxes on the shelves are explodable if shot.
• shaping - the immediate tendency for most people when they start editing is to make everything square and flat. Square rooms, doors flush with walls, and things like that. It is important to get to know the three main types of brush shaping Worldcraft has to offer: Carving, Clipping, and Vertex Manipulation.
Sounds like fun...
Sound is another important aspect of a level. Up until now, the only sound you'd hear in your level is your own footsteps. Let's add some other sounds now. The computer, pipes, and flickering light are candidates for sounds.
To give an object a sound, you need to place an ambient_generic entity near it. The only thing you'll need to do in the entity properties is specify which WAV file to play.
Evolution
Well, from the first tutorial to now, you can see quite a bit of evolution at work.
In the next part of the tutorials, we'll be populating the level with some friendly and not so friendly people.
Related Topics:
• clipping, carving, and vertex manipulation